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Topics - r_chevallier

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DOTween & DOTween Pro / Dotween Pro easeType
« on: February 06, 2016, 02:27:36 AM »
I purchased Simple Waypoint System and was hoping to be able to change easeTypes at differnt Waypoints on a single spline which is only a single tween. It is not possible to do this with SWS. I was wondering if Dotween Pro will support this feature in the future? It would be a great feature for objects that do not have a constant speed.

DOTween & DOTween Pro / DOTween Pro
« on: January 25, 2016, 09:32:27 AM »

I have yet to purchase DOTween Pro but I have a question on its functionality.

If a game object ,in my case a camera, is animated along a path can DOTween tell the camera to stop at the waypoints and wait for a certain event to happen before proceeding along the rest of the path? I have never used waypoints before.

Also the Simple WayPoint System asset(I don't have this asset yet) uses your DOTween code. Which asset, yours or Simple Waypoint System would be better for the camera on a path scenario?


DOTween & DOTween Pro / transform.forward equivalent?
« on: December 03, 2015, 07:37:10 AM »

I have a rocket prefab that spawns in different directions throughout the game so I can't just have 1 transform move direction.

Is their an equivalent to "transform.forward". Your asset is much easier to move objects than Unity's native code.

I have gotten the below Unity code to work but want to use your asset for better control.
transform.Translate(Vector3.right * Time.deltaTime * speed,Space.Self);


I know your product is good for animating objects in a game but I wanted to reconfirm using your product for Character movement.

I have already started using your product to move my enemy character around. I wanted to ask is DOTween an exceptable way to set up the movement of the main Player too vs. using getAxis and traditional transfrom movement scripting. Is it more expensive on the processor or equal to using traditional Unity player controllers scripting.

The reason I am using your product is it seems much more intuitive from a scripting aspect and for myself I have more control over how I want the movements to be structured.


DOTween & DOTween Pro / If Statement and Sequences
« on: June 26, 2015, 11:16:15 AM »

I am setting up a simple enemy ai script using DoTween.

I have 4 trigger points on the enemy. Depending on which trigger is triggered the enemy will move and rotate a certain direction.

My question is when I have more than one IF statement in Update does it wait untill completion of a DOMove Sequence(after the enemy has moved to the designated position) to recheck if any of the other "IF" Statements are true. Or will Update check to see if any "If" statements are true even before the completion of the Sequenced DOMove designated position has been reached. My code is not final or tested and written for this question only so far.

My movement is similar to grid system movement as I want all end positions to land on an Interger so my concern would be that another If statement would interupt the completion of the enemies movement thus the new movment would begin too soon.

Sample Code:

 void Update()
   if (oneTrigger && twoTrigger.colliding)
       Sequence mySequence = DOTween.Sequence();
      mySequence.Append(transform.DOMove(new Vector3(1,0,0), 0.5f).SetRelative());
       else if (!oneTrigger && !twoTrigger.colliding)
        // Set the new target Rotation and new target Move
       Sequence mySequence = DOTween.Sequence();
        mySequence.Append(transform.DORotate(new Vector3(0,90,0), 1));
   mySequence.Append(transform.DOMove(new Vector3(1,0,0), 0.5f).SetRelative());

       else if (oneTrigger && threeTrigger.colliding)
        // Set the new target Rotation and new target Move
       Sequence mySequence = DOTween.Sequence();
        mySequence.Append(transform.DORotate(new Vector3(0,180,0), 1));
   mySequence.Append(transform.DOMove(new Vector3(1,0,0), 0.5f).SetRelative());

As a safeguard againts moving to soon I might add something like this to see if the enemy is positioned on a Interger:
     public int myX = (int)transform.position.x;
     public int myZ = (int)transform.position.z;

 void Update()
   if (!oneTrigger && !twoTrigger.colliding && myX==int && myZ==int)

        Sequence mySequence = DOTween.Sequence();
      mySequence.Append(transform.DOMove(new Vector3(1,0,0), 0.5f).SetRelative());

//I am not sure if this add on of the Int would be necessary?


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